
Charge Rifle
Weapon · WeaponAssaultRifle4★A beam rifle built with advanced technology. Energy builds up before release, then goes out as one heavy shot.
Charge Rifle is the strongest assault rifle in the game by attack, at 15,000.
It feeds no other recipe, which makes it a terminal item: craft what you will actually carry and stop there.
Details
At 20 weight each it eats carry capacity fast, so bring a mount or park a chest nearby. At 3,978,720 gold it is worth real money to a merchant.
Charge Rifle Crafting Recipe
Crafting it takes 498 materials across 5 types, and the bottleneck is almost always the 400× requirement — line that up first and the rest follows.
Where to Find Charge Rifle
The recipe is not on the Technology tree — it is locked behind a schematic you have to find first. The best single source is sea base enemy camp boss stashes in the Sakurajima at 0.7% per container, and the table below lists every tier and where each one drops.
Nothing on this tier is craftable until Charge Rifle Schematic 4 is sitting in your own inventory — a chest or a Pal's pack does not count — and there are four ways to get that paper. Alpha Neptilius (Neptilius) drops it at 3%, roughly 33 clears for one copy. The Arena Shop sells it outright for 1500 Battle Tickets. Boss stashes at the Sakurajima sea bases pay out 0.718% per grade 5 chest, tier 5 treasure map digs 0.595%, and Feybreak fishing a token 0.11%. The Neptilius run is the only one that pays double: the same kill also hands over 6-8 Ancient Civilization Parts at 100%, and the craft wants exactly 8 of them.
Using Charge Rifle Well
If the tickets are the bottleneck, Charge Rifle is the honest stopping point — 600 tickets instead of 1500 for 14375 attack against 15000, and the only real loss is durability, 600 against 800. The materials tell the same story: this tier asks for double the Coralum Ingot, Bio Battery, Computer and Thermal Core of the base Charge Rifle plus the 8 Ancient Civilization Parts, and the rank 4 lands neatly between them. Feeding it is cheap whichever tier you build — one Bio Battery and one Thermal Core produce 10 Charge Rifle Ammo, so a single craft batch is exactly one full magazine on the legendary and the ammo unlock itself costs a single tech point at level 65.
The combine route beats the direct drop on chests and loses on everything else, so pick by the channel you are already farming. Five copies of Charge Rifle Schematic 3 fuse into the legendary schematic at the drafting table, and that lower schematic falls out of Sakurajima sea base stashes at 17.95% — about 28 stashes for a full set of five, against 139 stashes waiting on the legendary to drop on its own. Treasure maps invert it: 1.486% for the rank 4 means roughly 336 digs for five, where digging straight for the legendary averages 168. Battle Tickets invert it hardest of all, since the rank 4 costs 600 each and five of them is 3000 tickets for something the shop will sell you for 1500.
Every Tier of Charge Rifle
The same piece exists at 5 rarities, and the gap is not cosmetic: attack runs 12500 to 15000, a 1.2x swing. Which one you end up with is decided by the rarity of the schematic you built from, not by the recipe — so a legendary copy of this is worth more than the next item up built from a common one.
| Rarity | Item | Attack | Durability |
|---|---|---|---|
| 0★ | Charge Rifle | 12500 | 200 |
| 1★ | Charge Rifle | 13125 | 300 |
| 2★ | Charge Rifle | 13750 | 400 |
| 3★ | Charge Rifle | 14375 | 600 |
| 4★ | Charge Rifle (this one) | 15000 | 800 |
Ammunition Charge Rifle Uses
Charge Rifle fires Charge Rifle Ammo, and nothing else — running dry mid-fight is the usual way this weapon lets you down, so keep the recipe unlocked before you rely on it.
| Ammo | Yield | Craft cost |
|---|---|---|
| ×10 | Bio Battery ×1, Thermal Core ×1 |
Schematics That Unlock Charge Rifle
The Technology tree hands you the plain Charge Rifle at level 65 for 5 Technology points, but nothing above that base version — the rarer builds are schematic-only. One schematic grants the recipe, and they are world loot — chests, boss Pals and the late-game pools — rather than anything you research. Higher-rarity copies of the same schematic raise the quality of what you end up crafting.
Fastest route. The fastest route is sea base enemy camp boss stashes in the Sakurajima, and the reason is the ladder rather than the top rung: that pool stocks every tier, so the common copies it hands you fuse upward into the one you want. Counting them, a top-tier Charge Rifle schematic works out at roughly 23 containers against the 33 the 4★ drop rate alone suggests. Spare low tiers are progress, not clutter. Schematics fuse five-to-one, so a lower tier with better odds can beat the top tier outright. Counts are containers of that source, not time.
| Schematic | Rarity | Where it comes from |
|---|---|---|
| 4★ | Arena Shop — 1500 Battle Ticket · Sakurajima sea base camp stashes, Treasure map digs (tier 5), fishing in Feybreak — best 0.7% (grade 1/5) · Neptilius (3%) |
Alternatives and Upgrades
Nothing in the assault rifle class beats it on attack. The next one down is Charge Rifle at 14,375, so if you are still using that, this is the upgrade worth the materials.
Other assault rifles at a similar tier, for when you want to weigh this against the rest of its class: